#ifdef PRECOMPILEDHEADERS
	#include "AI All.h"
#else
	#include "ai.h"
	#include "AIInternals.h"
	#include "Isometric Utils.h"
	#include "overhead.h"
	#include "worldman.h"
	#include "pathai.h"
	#include "points.h"
	#include "message.h"
	#include "Smell.h"
	#include "mapscreen.h"
	#include "strategic.h"
	#include "Strategic Pathing.h"
	#include "Soldier Control.h"
#endif

// from strategic
extern INT16 DirXIncrementer[8];
extern INT16 DirYIncrementer[8];
//
// CJC's DG->JA2 conversion notes
//
// LegalNPCDestination - mode hardcoded to walking; C.O. tear gas related stuff commented out
// TryToResumeMovement - C.O. EscortedMoveCanceled call
// GoAsFarAsPossibleTowards - C.O. stuff related to current animation esp first aid
// SetCivilianDestination - C.O. stuff for if we don't control the civ

int LegalNPCDestination(SOLDIERTYPE *pSoldier, INT16 sGridno, UINT8 ubPathMode, UINT8 ubWaterOK, UINT8 fFlags)
{
	BOOLEAN fSkipTilesWithMercs;
 
	if ((sGridno < 0) || (sGridno >= GRIDSIZE))
  {
#ifdef RECORDNET
   fprintf(NetDebugFile,"LegalNPC->sDestination: ERROR - rcvd invalid gridno %d",gridno);
#endif

#ifdef BETAVERSION
   NumMessage("LegalNPC->sDestination: ERROR - rcvd invalid gridno ",gridno);
#endif

   return(FALSE);
  }

	// return false if gridno on different level from merc
	if ( GridNoOnVisibleWorldTile( pSoldier->sGridNo ) && gpWorldLevelData[ pSoldier->sGridNo ].sHeight != gpWorldLevelData[ sGridno ].sHeight )
	{
		return( FALSE );
	}


	// skip mercs if turnbased and adjacent AND not doing an IGNORE_PATH check (which is used almost exclusively by GoAsFarAsPossibleTowards)
	fSkipTilesWithMercs = (gfTurnBasedAI && ubPathMode != IGNORE_PATH && SpacesAway( pSoldier->sGridNo, sGridno ) == 1 );

 // if this gridno is an OK destination
 // AND the gridno is NOT in a tear-gassed tile when we have no gas mask
 // AND someone is NOT already standing there
 // AND we're NOT already standing at that gridno
 // AND the gridno hasn't been black-listed for us

 // Nov 28 98: skip people in destination tile if in turnbased
 if ( ( NewOKDestination(pSoldier, sGridno, fSkipTilesWithMercs, pSoldier->bLevel ) ) &&
				( !InGas( pSoldier, sGridno ) ) &&
				( sGridno != pSoldier->sGridNo ) &&
				( sGridno != pSoldier->sBlackList ) )
 /*
 if ( ( NewOKDestination(pSoldier, sGridno, FALSE, pSoldier->bLevel ) ) &&
				( !(gpWorldLevelData[ sGridno ].ubExtFlags[0] & (MAPELEMENT_EXT_SMOKE | MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS)) || ( pSoldier->inv[ HEAD1POS ].usItem == GASMASK || pSoldier->inv[ HEAD2POS ].usItem == GASMASK ) ) &&
				( sGridno != pSoldier->sGridNo ) &&
				( sGridno != pSoldier->sBlackList ) )*/
 /*
 if ( ( NewOKDestination(pSoldier,sGridno,ALLPEOPLE, pSoldier->bLevel ) ) &&
				( !(gpWorldLevelData[ sGridno ].ubExtFlags[0] & (MAPELEMENT_EXT_SMOKE | MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS)) || ( pSoldier->inv[ HEAD1POS ].usItem == GASMASK || pSoldier->inv[ HEAD2POS ].usItem == GASMASK ) ) &&
				( sGridno != pSoldier->sGridNo ) &&
				( sGridno != pSoldier->sBlackList ) )
				*/
   {
    
	  // if water's a problem, and gridno is in a water tile (bridges are OK)
		if (!ubWaterOK && Water(sGridno))
		  return(FALSE);

    // passed all checks, now try to make sure we can get there!
    switch (ubPathMode)
     {
      // if finding a path wasn't asked for (could have already been done,
      // for example), don't bother
      case IGNORE_PATH     :	return(TRUE);

      case ENSURE_PATH     :	if ( FindBestPath( pSoldier, sGridno, pSoldier->bLevel, WALKING, COPYROUTE, fFlags ) )
															{
			   												return(TRUE);        // legal destination
															}
      												else // got this far, but found no clear path,
															{
																// so test fails
        												return(FALSE);
															}
															// *** NOTE: movement mode hardcoded to WALKING !!!!!
			case ENSURE_PATH_COST:	return(PlotPath(pSoldier,sGridno,FALSE,FALSE,FALSE,WALKING,FALSE,FALSE,0));

      default              :
#ifdef BETAVERSION
			     NumMessage("LegalNPC->sDestination: ERROR - illegal pathMode = ",ubPathMode);
#endif
			     return(FALSE);
     }
   }
 else  // something failed - didn't even have to test path
   return(FALSE);       	// illegal destination
}




int TryToResumeMovement(SOLDIERTYPE *pSoldier, INT16 sGridno)
{
	UINT8 ubGottaCancel = FALSE;
	UINT8 ubSuccess = FALSE;


	// have to make sure the old destination is still legal (somebody may
	// have occupied the destination gridno in the meantime!)
	if (LegalNPCDestination(pSoldier,sGridno,ENSURE_PATH,WATEROK,0))
	{
#ifdef DEBUGDECISIONS
		DebugAI( String( "%d CONTINUES MOVEMENT to gridno %d...\n",pSoldier->ubID,gridno ) );
#endif

		pSoldier->bPathStored = TRUE;	// optimization - Ian

		// make him go to it (needed to continue movement across multiple turns)
		NewDest(pSoldier,sGridno);

		ubSuccess = TRUE;
	 
		// make sure that it worked (check that pSoldier->sDestination == pSoldier->sGridNo)
		if (pSoldier->sDestination == sGridno)
		{
			ubSuccess = TRUE;
		}
		else
		{
#ifdef BETAVERSION
			sprintf(tempstr,"TryToResumeMovement: ERROR - NewDest failed for %s, action CANCELED",pSoldier->name);

#ifdef RECORDNET
			fprintf(NetDebugFile,"\n\t%s\n",tempstr);
#endif

			PopMessage(tempstr);
			SaveGame(ERROR_SAVE);
#endif

			// must work even for escorted civs, can't just set the flag
			CancelAIAction(pSoldier,FORCE);
		}

  }
 else
  {
		// don't black-list anything here, this situation can come up quite
		// legally if another soldier gets in the way between turns

#ifdef BETAVERSION
		sprintf(tempstr,"TryToResumeMovement: %d can't continue to gridno %d, no longer legal!",pSoldier->ubID,gridno);

#ifdef RECORDNET
		fprintf(NetDebugFile,"\n\t%s\n",tempstr);
#endif

#ifdef DEBUGDECISIONS
		AIPopMessage(tempstr);
#endif

#endif


		if (!pSoldier->bUnderEscort)
		{
			CancelAIAction(pSoldier,DONTFORCE);	// no need to force this
		}
		else
		{
			// this is an escorted NPC, don't want to just completely stop
			// moving, try to find a nearby "next best" destination if possible
			pSoldier->usActionData = GoAsFarAsPossibleTowards(pSoldier,sGridno,pSoldier->bAction);

			// if it's not possible to get any closer
			if (pSoldier->usActionData == NOWHERE)
			{
				ubGottaCancel = TRUE;
			}
			else
			{
				// change his desired destination to this new one
				sGridno = pSoldier->usActionData;

				// GoAsFar... sets pathStored TRUE only if he could go all the way

				// make him go to it (needed to continue movement across multiple turns)
				NewDest(pSoldier,sGridno);


				// make sure that it worked (check that pSoldier->sDestination == pSoldier->sGridNo)
				if (pSoldier->sDestination == sGridno)
					ubSuccess = TRUE;
				else
					ubGottaCancel = TRUE;
			}

			if (ubGottaCancel)
			{
				// can't get close, gotta abort the movement!
				CancelAIAction(pSoldier,FORCE);

				// tell the player doing the escorting that civilian has stopped
				//EscortedMoveCanceled(pSoldier,COMMUNICATE);
			}
		}
	}

	return(ubSuccess);
}



INT16 NextPatrolPoint(SOLDIERTYPE *pSoldier)
{
 // patrol slot 0 is UNUSED, so max patrolCnt is actually only 9
 if ((pSoldier->bPatrolCnt < 1) || (pSoldier->bPatrolCnt >= MAXPATROLGRIDS))
  {
#ifdef BETAVERSION
   sprintf(tempstr,"NextPatrolPoint: ERROR: Invalid patrol count = %d for %s",pSoldier->bPatrolCnt,pSoldier->name);
   PopMessage(tempstr);
#endif

   return(NOWHERE);
  }

 
 pSoldier->bNextPatrolPnt++;

 
 // if there are no more patrol points, return back to the first one
 if (pSoldier->bNextPatrolPnt > pSoldier->bPatrolCnt)
	pSoldier->bNextPatrolPnt = 1;   // ZERO is not used!

 return(pSoldier->usPatrolGrid[pSoldier->bNextPatrolPnt]);
}



INT8 PointPatrolAI(SOLDIERTYPE *pSoldier)
{
 INT16 sPatrolPoint;
 INT8  bOldOrders;


 sPatrolPoint = pSoldier->usPatrolGrid[pSoldier->bNextPatrolPnt];

 // if we're already there, advance next patrol point
 if (pSoldier->sGridNo == sPatrolPoint || pSoldier->bNextPatrolPnt == 0)
  {
   // find next valid patrol point
   do
    {
     sPatrolPoint = NextPatrolPoint(pSoldier);
    }
   while ((sPatrolPoint != NOWHERE) && (NewOKDestination(pSoldier,sPatrolPoint,IGNOREPEOPLE, pSoldier->bLevel) < 1));

   // if we're back where we started, then ALL other patrol points are junk!
   if (pSoldier->sGridNo == sPatrolPoint)
    {
#ifdef BETAVERSION
     NumMessage("PROBLEM WITH SCENARIO: All other patrol points are invalid for guynum ",pSoldier->ubID);
#endif
     // force change of orders & an abort
     sPatrolPoint = NOWHERE;
    }
  }

 // if we don't have a legal patrol point
 if (sPatrolPoint == NOWHERE)
  {
#ifdef BETAVERSION
   NumMessage("PointPatrolAI: ERROR - no legal patrol point for %d",pSoldier->ubID);
#endif

   // over-ride orders to something safer
   pSoldier->bOrders = FARPATROL;
   return(FALSE);
  }


 // make sure we can get there from here at this time, if we can't get all
 // the way there, at least do our best to get close
 if (LegalNPCDestination(pSoldier,sPatrolPoint,ENSURE_PATH,WATEROK,0))
  {
   pSoldier->bPathStored = TRUE;	    // optimization - Ian
   pSoldier->usActionData = sPatrolPoint;
  }
 else
  {
   // temporarily extend roaming range to infinity by changing orders, else
   // this won't work if the next patrol point is > 10 tiles away!
   bOldOrders					= pSoldier->bOrders;
   pSoldier->bOrders	= ONCALL;

   pSoldier->usActionData = GoAsFarAsPossibleTowards(pSoldier,sPatrolPoint,pSoldier->bAction);

   pSoldier->bOrders = bOldOrders;

   // if it's not possible to get any closer, that's OK, but fail this call
   if (pSoldier->usActionData == NOWHERE)
     return(FALSE);
  }


 // passed all tests - start moving towards next patrol point
#ifdef DEBUGDECISIONS
 sprintf(tempstr,"%s - POINT PATROL to grid %d",pSoldier->name,pSoldier->usActionData);
 AIPopMessage(tempstr);
#endif

 return(TRUE);
}

INT8 RandomPointPatrolAI(SOLDIERTYPE *pSoldier)
{
	INT16 sPatrolPoint;
	INT8  bOldOrders, bPatrolIndex;
	INT8	bCnt;

	sPatrolPoint = pSoldier->usPatrolGrid[pSoldier->bNextPatrolPnt];

	// if we're already there, advance next patrol point
	if (pSoldier->sGridNo == sPatrolPoint || pSoldier->bNextPatrolPnt == 0)
	{
		// find next valid patrol point
		// we keep a count of the # of times we are in here to make sure we don't get into an endless
		//loop
		bCnt = 0;
		do
		{
			// usPatrolGrid[0] gets used for centre of close etc patrols, so we have to add 1 to the Random #
			bPatrolIndex = (INT8) PreRandom( pSoldier->bPatrolCnt ) + 1;
			sPatrolPoint = pSoldier->usPatrolGrid[ bPatrolIndex];
			bCnt++;
		}
		while ( (sPatrolPoint == pSoldier->sGridNo) || ( (sPatrolPoint != NOWHERE) && (bCnt < pSoldier->bPatrolCnt) && (NewOKDestination(pSoldier,sPatrolPoint,IGNOREPEOPLE, pSoldier->bLevel ) < 1)) ); 

		if (bCnt == pSoldier->bPatrolCnt)
		{
			// ok, we tried doing this randomly, didn't work well, so now do a linear search
			pSoldier->bNextPatrolPnt = 0;
			do
			{
				sPatrolPoint = NextPatrolPoint(pSoldier);
			}
			while ((sPatrolPoint != NOWHERE) && (NewOKDestination(pSoldier,sPatrolPoint,IGNOREPEOPLE, pSoldier->bLevel) < 1));
		}
		
		// do nothing this time around
		if (pSoldier->sGridNo == sPatrolPoint)
		{
			return( FALSE );
		}
	}

	// if we don't have a legal patrol point
	if (sPatrolPoint == NOWHERE)
	{
#ifdef BETAVERSION
		NumMessage("PointPatrolAI: ERROR - no legal patrol point for %d",pSoldier->ubID);
#endif

		// over-ride orders to something safer
		pSoldier->bOrders = FARPATROL;
		return(FALSE);
	}

	// make sure we can get there from here at this time, if we can't get all
	// the way there, at least do our best to get close
	if (LegalNPCDestination(pSoldier,sPatrolPoint,ENSURE_PATH,WATEROK,0))
	{
		pSoldier->bPathStored = TRUE;	    // optimization - Ian
		pSoldier->usActionData = sPatrolPoint;
	}
	else
	{
		// temporarily extend roaming range to infinity by changing orders, else
		// this won't work if the next patrol point is > 10 tiles away!
		bOldOrders					= pSoldier->bOrders;
		pSoldier->bOrders	= SEEKENEMY;

		pSoldier->usActionData = GoAsFarAsPossibleTowards(pSoldier,sPatrolPoint,pSoldier->bAction);

		pSoldier->bOrders = bOldOrders;

		// if it's not possible to get any closer, that's OK, but fail this call
		if (pSoldier->usActionData == NOWHERE)
			return(FALSE);
	}


	// passed all tests - start moving towards next patrol point
#ifdef DEBUGDECISIONS
	sprintf(tempstr,"%s - POINT PATROL to grid %d",pSoldier->name,pSoldier->usActionData);
	AIPopMessage(tempstr);
#endif

	return(TRUE);
}



INT16 InternalGoAsFarAsPossibleTowards(SOLDIERTYPE *pSoldier, INT16 sDesGrid, INT8 bReserveAPs, INT8 bAction, INT8 fFlags )
{
	INT16 sLoop,sAPCost;
	INT16 sTempDest,sGoToGrid;
	INT16 sOrigin;
	UINT16 usMaxDist;
	UINT8 ubDirection,ubDirsLeft,ubDirChecked[8],fFound = FALSE;
	INT8 bAPsLeft, fPathFlags;
	UINT8 ubRoomRequired = 0, ubTempRoom;

	if ( bReserveAPs == -1 )
	{
		// default reserve points
		if ( CREATURE_OR_BLOODCAT( pSoldier ) )
		{
			bReserveAPs = 0;
		}
		else
		{
			bReserveAPs = MAX_AP_CARRIED;
		}
	}

	sTempDest = -1;

	// obtain maximum roaming distance from soldier's sOrigin
	usMaxDist = RoamingRange(pSoldier,&sOrigin);

	if ( pSoldier->bOrders <= CLOSEPATROL && (pSoldier->bTeam == CIV_TEAM || pSoldier->ubProfile != NO_PROFILE ) )
	{
		if ( InARoom( pSoldier->usPatrolGrid[0], &ubRoomRequired ) )
		{
			// make sure this doesn't interfere with pathing for scripts
			if ( pSoldier->sAbsoluteFinalDestination != NOWHERE )
			{
				ubRoomRequired = 0;
			}
		}
	}

	pSoldier->usUIMovementMode = DetermineMovementMode(pSoldier, bAction );
	if ( pSoldier->usUIMovementMode == RUNNING && fFlags & FLAG_CAUTIOUS )
	{
		pSoldier->usUIMovementMode = WALKING;
	}

#ifdef DEBUGDECISIONS
	sprintf(tempstr,"%s wants to go towards %d (has range %d)",pSoldier->name,sDesGrid,usMaxDist);
	AIPopMessage(tempstr);
#endif

	// if soldier is ALREADY at the desired destination, quit right away
	if (sDesGrid == pSoldier->sGridNo)
	{
		return(NOWHERE);
	}

	// don't try to approach go after noises or enemies actually in water
	// would be too easy to throw rocks in water, etc. & distract the AI
	if (Water(sDesGrid))
	{
		return(NOWHERE);
	}

	fPathFlags = 0;
	if ( CREATURE_OR_BLOODCAT( pSoldier ) )
	{	/*
		if ( PythSpacesAway( pSoldier->sGridNo, sDesGrid ) <= PATH_CLOSE_RADIUS )
		{
			// then do a limited range path search and see if we can get there
			gubNPCDistLimit = 10;
			if ( !LegalNPCDestination( pSoldier, sDesGrid, ENSURE_PATH, NOWATER, fPathFlags) )
			{
				gubNPCDistLimit = 0;
				return( NOWHERE );
			}
			else
			{
				// allow attempt to path without 'good enough' flag on
				gubNPCDistLimit = 0;
			}
		}
		else
		{
		*/
			fPathFlags = PATH_CLOSE_GOOD_ENOUGH;
		//}
	}

	// first step: try to find an OK destination at or near the desired gridno
	if (!LegalNPCDestination(pSoldier,sDesGrid,ENSURE_PATH,NOWATER,fPathFlags))
	{
#ifdef DEBUGDECISIONS
		AIPopMessage("destination Grid # itself not valid, looking around it");
#endif
		if ( CREATURE_OR_BLOODCAT( pSoldier ) )
		{
			// we tried to get close, failed; abort!
			return( NOWHERE );
		}
		else
		{
			// else look at the 8 nearest gridnos to sDesGrid for a valid destination

			// clear ubDirChecked flag for all 8 directions
			for (ubDirection = 0; ubDirection < 8; ubDirection++)
				ubDirChecked[ubDirection] = FALSE;

			ubDirsLeft = 8;

			// examine all 8 spots around 'sDesGrid'
			// keep looking while directions remain and a satisfactory one not found
			for (ubDirsLeft = 8; ubDirsLeft != 0; ubDirsLeft--)
			{
				if (fFound)
				{
					break;
				}
				// randomly select a direction which hasn't been 'checked' yet
				do
				{
					ubDirection = (UINT8) Random(8);
				}
				while (ubDirChecked[ubDirection]);

				ubDirChecked[ubDirection] = TRUE;

				// determine the gridno 1 tile away from current friend in this direction
				sTempDest = NewGridNo(sDesGrid,DirectionInc( (INT16)(ubDirection + 1) ));

				// if that's out of bounds, ignore it & check next direction
				if (sTempDest == sDesGrid)
					continue;

				if (LegalNPCDestination(pSoldier,sTempDest,ENSURE_PATH,NOWATER,0))
				{
					fFound = TRUE;            // found a spot

#ifdef DEBUGDECISIONS
					AINumMessage("Found a spot!  ubDirection = ",ubDirection + 1);
#endif

					break;                   // stop checking in other directions
				}
			}

			if (!fFound)
			{
#ifdef DEBUGDECISIONS
				AINumMessage("Couldn't find OK destination around grid #",sDesGrid);
#endif

				return(NOWHERE);
			}

			// found a good grid #, this becomes our actual desired grid #
			sDesGrid = sTempDest;
		}
	}

 // HAVE FOUND AN OK destination AND PLOTTED A VALID BEST PATH TO IT


#ifdef DEBUGDECISIONS
 AINumMessage("Chosen legal destination is gridno ",sDesGrid);
 AINumMessage("Tracing along path, pathRouteToGo = ",pSoldier->pathRouteToGo);
#endif

 sGoToGrid = pSoldier->sGridNo;      // start back where soldier is standing now
 sAPCost = 0;		      // initialize path cost counter

 // we'll only go as far along the plotted route as is within our
 // permitted roaming range, and we'll stop as soon as we're down to <= 5 APs

 for (sLoop = 0; sLoop < (pSoldier->usPathDataSize - pSoldier->usPathIndex); sLoop++)
  {
   // what is the next gridno in the path?

	 //sTempDest = NewGridNo( sGoToGrid,DirectionInc( (INT16) (pSoldier->usPathingData[sLoop] + 1) ) );
	 sTempDest = NewGridNo( sGoToGrid,DirectionInc( (INT16) (pSoldier->usPathingData[sLoop]) ) );
   //NumMessage("sTempDest = ",sTempDest);

   // this should NEVER be out of bounds
   if (sTempDest == sGoToGrid)
    {
#ifdef BETAVERSION
     sprintf(tempstr,"GoAsFarAsPossibleTowards: ERROR - gridno along valid route is invalid!  guynum %d, sTempDest = %d",pSoldier->ubID,sTempDest);

#ifdef RECORDNET
     fprintf(NetDebugFile,"\n\t%s\n",tempstr);
#endif

     PopMessage(tempstr);
     SaveGame(ERROR_SAVE);
#endif

     break;           // quit here, sGoToGrid is where we are going
    }

   // if this takes us beyond our permitted "roaming range"
   if (SpacesAway(sOrigin,sTempDest) > usMaxDist)
     break;           // quit here, sGoToGrid is where we are going


	 if ( ubRoomRequired )
	 {
		if ( !( InARoom( sTempDest, &ubTempRoom ) && ubTempRoom == ubRoomRequired ) )
		{
		 // quit here, limited by room!
		 break;
		}
	 }

   if ( (fFlags & FLAG_STOPSHORT) && SpacesAway( sDesGrid, sTempDest ) <= STOPSHORTDIST )
	 {
     break;           // quit here, sGoToGrid is where we are going
	 }

   // if this gridno is NOT a legal NPC destination
   // DONT'T test path again - that would replace the traced path! - Ian
   // NOTE: It's OK to go *THROUGH* water to try and get to the destination!
   if (!LegalNPCDestination(pSoldier,sTempDest,IGNORE_PATH,WATEROK,0))
     break;           // quit here, sGoToGrid is where we are going


   // CAN'T CALL PathCost() HERE! IT CALLS findBestPath() and overwrites
   //       pathRouteToGo !!!  Gotta calculate the cost ourselves - Ian
   //
   //ubAPsLeft = pSoldier->bActionPoints - PathCost(pSoldier,sTempDest,FALSE,FALSE,FALSE,FALSE,FALSE);

	 if (gfTurnBasedAI)
	 {
		 // if we're just starting the "costing" process (first gridno)
		 if (sLoop == 0)
			{
			/*
			 // first, add any additional costs - such as intermediate animations, etc.
			 switch(pSoldier->anitype[pSoldier->anim])
				{
				 // in theory, no NPC should ever be in one of these animations as
				 // things stand (they don't medic anyone), but leave it for robustness
				 case START_AID   :
				 case GIVING_AID  : sAnimCost = AP_STOP_FIRST_AID;
					break;

				 case TWISTOMACH  :
				 case COLLAPSED   : sAnimCost = AP_GET_UP;
					break;

				 case TWISTBACK   :
				 case UNCONSCIOUS : sAnimCost = (AP_ROLL_OVER + AP_GET_UP);
					break;

				 default          : sAnimCost = 0;
				}

			 // this is our first cost
			 sAPCost += sAnimCost;
			 */

			 if (pSoldier->usUIMovementMode == RUNNING)
			 {
				sAPCost += AP_START_RUN_COST;
			 }
			}

		 // ATE: Direction here?
		 sAPCost += EstimateActionPointCost( pSoldier, sTempDest, (INT8) pSoldier->usPathingData[sLoop], pSoldier->usUIMovementMode, (INT8) sLoop, (INT8) pSoldier->usPathDataSize );

		 bAPsLeft = pSoldier->bActionPoints - sAPCost;
	 }

	 // if after this, we have <= 5 APs remaining, that's far enough, break out
	 // (the idea is to preserve APs so we can crouch or react if
	 // necessary, and benefit from the carry-over next turn if not needed)
	 // This routine is NOT used by any GREEN AI, so such caution is warranted!

	 if ( gfTurnBasedAI && (bAPsLeft < bReserveAPs) )
		 break;
	 else
		{
		 sGoToGrid = sTempDest;    // we're OK up to here

		 // if exactly 5 APs left, don't bother checking any further
		 if ( gfTurnBasedAI && (bAPsLeft == bReserveAPs) )
			 break;
		}		
  }


 // if it turned out we couldn't go even 1 tile towards the desired gridno
 if (sGoToGrid == pSoldier->sGridNo)
  {
#ifdef DEBUGDECISIONS
   sprintf(tempstr,"%s will go NOWHERE, path doesn't meet criteria",pSoldier->name);
   AIPopMessage(tempstr);
#endif

   return(NOWHERE);             // then go nowhere
  }
 else
  {
   // possible optimization - stored path IS good if we're going all the way
   if (sGoToGrid == sDesGrid)
	 {
     pSoldier->bPathStored = TRUE;
		 pSoldier->sFinalDestination = sGoToGrid;
	 }
	 else if ( pSoldier->usPathIndex == 0 )
	 {
		// we can hack this surely! -- CJC
     pSoldier->bPathStored = TRUE; 
		 pSoldier->sFinalDestination = sGoToGrid;
		 pSoldier->usPathDataSize = sLoop + 1;
	 }

#ifdef DEBUGDECISIONS
		ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"%d to %d with %d APs left", pSoldier->ubID, sGoToGrid, pSoldier->bActionPoints );
 #endif


		return( sGoToGrid );
  }
}
										
INT16 GoAsFarAsPossibleTowards(SOLDIERTYPE *pSoldier, INT16 sDesGrid, INT8 bAction)
{
	return( InternalGoAsFarAsPossibleTowards( pSoldier, sDesGrid, -1, bAction, 0 ) );
}
	
void SoldierTriesToContinueAlongPath(SOLDIERTYPE *pSoldier)
{
	INT16 usNewGridNo,bAPCost;


	// turn off the flag now that we're going to do something about it...
	// ATE: USed to be redundent, now if called befroe NewDest can cause some side efects...
	// AdjustNoAPToFinishMove( pSoldier, FALSE );

	if (pSoldier->bNewSituation == IS_NEW_SITUATION)
	{
		CancelAIAction(pSoldier,DONTFORCE);
		return;
	}

	if (pSoldier->usActionData >= NOWHERE)
	{
		CancelAIAction(pSoldier,DONTFORCE);	
		return;
	}

	if (!NewOKDestination( pSoldier,pSoldier->usActionData, TRUE, pSoldier->bLevel ))
	{
		CancelAIAction(pSoldier,DONTFORCE);
		return;
	}

	if (IsActionAffordable(pSoldier))
	{
		if (pSoldier->bActionInProgress == FALSE)
		{
			// start a move that didn't even get started before...
			// hope this works...
			NPCDoesAct(pSoldier);

			// perform the chosen action
			pSoldier->bActionInProgress = ExecuteAction(pSoldier); // if started, mark us as busy
		}
		else
		{
			// otherwise we shouldn't have to do anything(?)
		}
	}
	else
	{
		CancelAIAction(pSoldier,DONTFORCE);
#ifdef TESTAI
		DebugMsg( TOPIC_JA2AI, DBG_LEVEL_3, 
						String("Soldier (%d) HAS NOT ENOUGH AP to continue along path",pSoldier->ubID) );
#endif
	}

	usNewGridNo = NewGridNo( (UINT16)pSoldier->sGridNo, DirectionInc( (UINT8)pSoldier->usPathingData[ pSoldier->usPathIndex ] ) );

	// Find out how much it takes to move here!
	bAPCost = EstimateActionPointCost( pSoldier, usNewGridNo, (INT8)pSoldier->usPathingData[ pSoldier->usPathIndex ], pSoldier->usUIMovementMode, (INT8) pSoldier->usPathIndex, (INT8) pSoldier->usPathDataSize );

	if (pSoldier->bActionPoints >= bAPCost)
	{
		// seems to have enough points...
		NewDest(pSoldier,usNewGridNo);
		// maybe we didn't actually start the action last turn...
		pSoldier->bActionInProgress = TRUE;
#ifdef TESTAI
		DebugMsg( TOPIC_JA2AI, DBG_LEVEL_3, 
						String("Soldier (%d) continues along path",pSoldier->ubID) );
#endif
	}
	else
	 {
		CancelAIAction(pSoldier,DONTFORCE);
#ifdef TESTAI
		DebugMsg( TOPIC_JA2AI, DBG_LEVEL_3, 
						String("Soldier (%d) HAS NOT ENOUGH AP to continue along path",pSoldier->ubID) );
#endif
	 }
}											
												
void HaltMoveForSoldierOutOfPoints(SOLDIERTYPE *pSoldier)
{
	// If a special move, ignore this!
	if ( ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_SPECIALMOVE ) )
	{
		return;
	}

	// record that this merc can no longer animate and why...
	AdjustNoAPToFinishMove( pSoldier, TRUE );

	// We'll keep his action intact though...
	DebugAI( String("NO AP TO FINISH MOVE for %d (%d APs left)",pSoldier->ubID, pSoldier->bActionPoints) );

	// if this dude is under AI right now, then pass the baton to someone else
	if (pSoldier->uiStatusFlags & SOLDIER_UNDERAICONTROL)
	{
		#ifdef TESTAICONTROL
			DebugAI( String("Ending turn for %d because out of APs for movement", pSoldier->ubID ) );
		#endif

		EndAIGuysTurn(pSoldier);
	}
}

void SetCivilianDestination(UINT8 ubWho, INT16 sGridno)
{
 SOLDIERTYPE *pSoldier;


 pSoldier = MercPtrs[ubWho];

/*
 // if we control the civilian
 if (PTR_OURCONTROL)
  {
*/
   // if the destination is different from what he has now
   if (pSoldier->usActionData != sGridno)
    {
     // store his new destination
     pSoldier->usActionData = sGridno;

     // and cancel any movement in progress that he was still engaged in
     pSoldier->bAction = AI_ACTION_NONE;
     pSoldier->bActionInProgress = FALSE;
    }

   // only set the underEscort flag once you give him a destination
   // (that way AI can keep him appearing to act on his own until you
   // give him orders).
   //
   // Either way, once set, it should stay that way, preventing AI from
   // doing anything other than advance him towards destination.
   pSoldier->bUnderEscort = TRUE;

   // change orders to maximize roaming range so he can Go As Far As Possible
   pSoldier->bOrders = ONCALL;
/*
  }

 else
  {
   NetSend.msgType = NET_CIV_DEST;
   NetSend.ubID  = pSoldier->ubID;
   NetSend.gridno  = gridno;

   // only the civilian's controller needs to know this
   SendNetData(pSoldier->controller);
  }
*/
}


#define RADIUS 3

INT16 TrackScent( SOLDIERTYPE * pSoldier )
{
	// This function returns the best gridno to go to based on the scent being followed,
	// and the soldier (creature/animal)'s current direction (which is used to resolve
	// ties.
	INT32						iXDiff, iYDiff, iXIncr;
	INT32						iStart, iXStart, iYStart;
	INT32						iGridNo;
	INT8						bDir;
	INT32						iBestGridNo = NOWHERE;
	UINT8						ubBestDirDiff = 5, ubBestStrength = 0;
	UINT8						ubDirDiff, ubStrength;
	UINT8						ubSoughtSmell;
	MAP_ELEMENT *		pMapElement;

	iStart = pSoldier->sGridNo;
	iXStart = iStart % WORLD_COLS;
	iYStart = iStart / WORLD_COLS;

	if (CREATURE_OR_BLOODCAT( pSoldier ) ) // or bloodcats
	{
		// tracking humans; search the edges of a 7x7 square for the 
		// most promising tile
		ubSoughtSmell = HUMAN;
		for (iYDiff = -RADIUS; iYDiff < (RADIUS + 1); iYDiff++)
		{
			if (iYStart + iYDiff < 0)
			{
				// outside of map! might be on map further down...
				continue;
			}
			else if (iYStart + iYDiff > WORLD_ROWS)
			{
				// outside of bottom of map! abort!
				break;
			}
			if (iYDiff == -RADIUS || iYDiff == RADIUS)
			{
				iXIncr = 1;
			}
			else
			{
				// skip over the spots in the centre of the square
				iXIncr = RADIUS * 2;
			}
			for (iXDiff = -RADIUS; iXDiff < (RADIUS + 1); iXDiff += iXIncr)
			{
				iGridNo = iStart + iXDiff + iYDiff * WORLD_ROWS;
				if (abs( iGridNo % WORLD_ROWS - iXStart ) > RADIUS)
				{
					// wrapped across map!
					continue;
				}
				if (LegalNPCDestination(pSoldier,pSoldier->usActionData,ENSURE_PATH,WATEROK,0))
				{
					// check this location out
					pMapElement = &(gpWorldLevelData[iGridNo]);
					if (pMapElement->ubSmellInfo && (SMELL_TYPE( pMapElement->ubSmellInfo ) == ubSoughtSmell))
					{
						ubStrength = SMELL_STRENGTH( pMapElement->ubSmellInfo );
						if (ubStrength > ubBestStrength )
						{
							iBestGridNo = iGridNo;
							ubBestStrength = ubStrength;
							bDir = atan8( (INT16) iXStart, (INT16) iYStart, (INT16) (iXStart + iXDiff), (INT16) (iYStart + iYDiff) );
							// now convert it into a difference in degree between it and our current dir
							ubBestDirDiff = abs( pSoldier->bDirection - bDir );
							if (ubBestDirDiff > 4 ) // dir 0 compared with dir 6, for instance
							{
								ubBestDirDiff = 8 - ubBestDirDiff;
							}
						}
						else if (ubStrength == ubBestStrength)
						{
							if (iBestGridNo == NOWHERE)
							{
								// first place we've found with the same strength
								iBestGridNo = iGridNo;
								ubBestStrength = ubStrength;
							}
							else
							{
								// use directions to decide between the two
								// start by calculating direction to the new gridno
								bDir = atan8( (INT16) iXStart, (INT16) iYStart, (INT16) (iXStart + iXDiff), (INT16) (iYStart + iYDiff) );
								// now convert it into a difference in degree between it and our current dir
								ubDirDiff = abs( pSoldier->bDirection - bDir );
								if (ubDirDiff > 4 ) // dir 0 compared with dir 6, for instance
								{
									ubDirDiff = 8 - ubDirDiff;
								}
								if (ubDirDiff < ubBestDirDiff || ((ubDirDiff == ubBestDirDiff) && Random( 2 )))
								{
									// follow this trail as its closer to the one we're following!
									// (in the case of a tie, we tossed a coin)
									ubBestDirDiff = ubDirDiff;

								}
							}
						}	
					}
				}
			}
			// go on to next tile
		}
		// go on to next row
	}
	else
	{
		// who else can track? 
	}
	if (iBestGridNo != NOWHERE )
	{
		pSoldier->usActionData = (INT16) iBestGridNo;
		return( (INT16) iBestGridNo );
	}
	return( 0 );
}

/*
UINT16 RunAway( SOLDIERTYPE * pSoldier )
{
	// "Run away! Run away!!!"
	// This code should figure out which directions are safe for the enemy
	// to run in.  They shouldn't try to run off in directions which will
	// take them into enemy territory.  We must presume that they inform each
	// other by radio when sectors are taken by the player! :-)
	// The second wrinkle would be to look at the directions to known player
	// mercs and use that to influence the direction in which we run.

	// we can only flee in the cardinal directions (NESW) so start with an
	// alternating pattern of true/false
	INT8 bOkayDir[8] = {TRUE, FALSE, TRUE, FALSE, TRUE, FALSE, TRUE, FALSE};
	UINT8 ubLoop, ubBestDir, ubDistToEdge, ubBestDistToEdge = WORLD_COLS;
	INT32	iSector, iSectorX, iSectorY;
	INT32 iNewSectorX, iNewSectorY, iNewSector;
	INT32	iRunX, iRunY, iRunGridNo;
	SOLDIERTYPE * pOpponent;
	
	iSector = pSoldier->sSectorX + pSoldier->sSectorY * MAP_WORLD_X;

	// first start by scanning through opposing mercs and find out what directions are blocked.
	for (ubLoop = 0,pOpponent = Menptr; ubLoop < MAXMERCS; ubLoop++,pOpponent++)
	{
		// if this merc is inactive, at base, on assignment, or dead
		if (!pOpponent->bActive || !pOpponent->bInSector || !pOpponent->bLife)
		{
			continue;          // next merc
		}

		// if this man is neutral / on the same side, he's not an opponent
		if (pOpponent->bNeutral || (pSoldier->bSide == pOpponent->bSide))
		{
			continue;          // next merc
		}
		
		// we don't want to run in that direction!
		bOkayDir[ atan8( pSoldier->sX, pSoldier->sY, pOpponent->sX, pOpponent->sY ) ] = FALSE;
	}

	for (ubLoop = 0; ubLoop < 8; ubLoop += 2)
	{
		if (bOkayDir[ubLoop])
		{
			// figure out sector # in that direction
			iNewSectorX = pSoldier->sSectorX + DirXIncrementer[ubLoop];
			iNewSectorY = pSoldier->sSectorY + DirYIncrementer[ubLoop];
			iNewSector = iSectorX + iSectorY * MAP_WORLD_X;
			// check movement
			if (TravelBetweenSectorsIsBlockedFromFoot( (UINT16) iSector, (UINT16) iNewSector ) || StrategicMap[iSector].fEnemyControlled)
			{
				// sector inaccessible or controlled by the player; skip it!
				continue;
			}
			switch( ubLoop )
			{
				case 0:
					ubDistToEdge = pSoldier->sGridNo / WORLD_COLS;
					break;
				case 2:
					ubDistToEdge = WORLD_COLS - pSoldier->sGridNo % WORLD_COLS;
					break;
				case 4:
					ubDistToEdge = WORLD_ROWS - pSoldier->sGridNo / WORLD_COLS;
					break;
				case 6:
					ubDistToEdge = pSoldier->sGridNo % WORLD_COLS;
					break;
			}
			if (ubDistToEdge < ubBestDistToEdge)
			{
				ubBestDir = ubLoop;
				ubBestDistToEdge = ubDistToEdge;
			}
		}
	}
	if (ubBestDistToEdge < WORLD_COLS)
	{	
		switch( ubBestDir )
		{
			case 0:
				iRunX = pSoldier->sX + Random( 9 ) - 4;
				iRunY = 0;
				if (iRunX < 0)
				{
					iRunX = 0;
				}
				else if (iRunX >= WORLD_COLS)
				{
					iRunX = WORLD_COLS - 1;
				}
				break;
			case 2:
				iRunX = WORLD_COLS;
				iRunY = pSoldier->sY + Random( 9 ) - 4;
				if (iRunY < 0)
				{
					iRunY = 0;
				}
				else if (iRunY >= WORLD_COLS)
				{
					iRunY = WORLD_ROWS - 1;
				}
				break;
			case 4:
				iRunX = pSoldier->sX + Random( 9 ) - 4;
				iRunY = WORLD_ROWS;
				if (iRunX < 0)
				{
					iRunX = 0;
				}
				else if (iRunX >= WORLD_COLS)
				{
					iRunX = WORLD_COLS - 1;
				}
				break;
			case 6:
				iRunX = 0;
				iRunY = pSoldier->sY + Random( 9 ) - 4;
				if (iRunY < 0)
				{
					iRunY = 0;
				}
				else if (iRunY >= WORLD_COLS)
				{
					iRunY = WORLD_ROWS - 1;
				}
				break;
		}
		iRunGridNo = iRunX + iRunY * WORLD_COLS;
		if (LegalNPCDestination( pSoldier, (UINT16) iRunGridNo, ENSURE_PATH, TRUE,0))
		{
			return( (UINT16) iRunGridNo );
		}
		// otherwise we'll try again another time
	}
	return( NOWHERE );
}
*/
